Ideas (Endless WIP)
Posted: Sun Aug 17, 2014 5:02 pm
So during the KS campaign itself, I had tons of ideas that I would constantly pester Jake about. I'm going to throw a lot of those into here to inspire/give to other backers for their rewards. I probably wont decide on my rewards until way later into the development, so might as well let the ideas flow
I'm just going to copy-pasta some in and make some edits:
"-Boss Floors: The idea of having floors that are specifically for creating or hosting single unit bosses. They could be purchasable via the floor for large amounts of resources, or they could follow a sorta-kinda crafting system involving parties. For example, to create the Archdemon Vlasblaag, you would need to bring a horde of 1 demonic overseer and 3 acolyte cultists to the Throne of Hell floor and then pay and/or sacrifice them to summon him. For a construct boss, you could have 4 separate kinds of constructs that all join to create a mechanized terror machine. Maybe even for some bosses, its just having a certain type of unit survive long enough to grow up and be terrifying. It would be a fun twist and a long-term goal for dungeon design."
"Floor design: So currently floors are a fixed length (with some differing heights) to match aesthetics and ui design for mobile platforms. So here's an idea: Imagine a floor as a 1x3(or 4) rectangle. So for a good majority of the floors, it makes sense to have them match to stay in line with a built-dungeon. Now imagine if it were possible to have 1x3 floors that extended to the right maybe 3 more units. I was imagining a concept of a certain monster tunneling into the dungeon from the right to create the idea of the floor. For example you have a floor that aesthetically appears to be a standard built dungeon floor, but has ant tunnels on the side. Then, you could implement a trap based around heroes getting lost inside said tunnels to the right. The user doesn't necessarily need to see the heroes or any pixel art to the left to understand what has happened, and it allows for other interesting stuff for backers to create. It also pairs in with co-op if you wanted to have it where its a part of both players dungeon, allowing for planning and teamwork between the two of you. Overall, I feel like its still possible while maintaining the interface of a slim dungeon, and allowing a cool concept of non-visible vastness to the dungeon. "
- Jake has final say here, that's a pretty big gameplay change. Just thought it would make some neat things happen in co-op.
I'm just going to copy-pasta some in and make some edits:
"-Boss Floors: The idea of having floors that are specifically for creating or hosting single unit bosses. They could be purchasable via the floor for large amounts of resources, or they could follow a sorta-kinda crafting system involving parties. For example, to create the Archdemon Vlasblaag, you would need to bring a horde of 1 demonic overseer and 3 acolyte cultists to the Throne of Hell floor and then pay and/or sacrifice them to summon him. For a construct boss, you could have 4 separate kinds of constructs that all join to create a mechanized terror machine. Maybe even for some bosses, its just having a certain type of unit survive long enough to grow up and be terrifying. It would be a fun twist and a long-term goal for dungeon design."
"Floor design: So currently floors are a fixed length (with some differing heights) to match aesthetics and ui design for mobile platforms. So here's an idea: Imagine a floor as a 1x3(or 4) rectangle. So for a good majority of the floors, it makes sense to have them match to stay in line with a built-dungeon. Now imagine if it were possible to have 1x3 floors that extended to the right maybe 3 more units. I was imagining a concept of a certain monster tunneling into the dungeon from the right to create the idea of the floor. For example you have a floor that aesthetically appears to be a standard built dungeon floor, but has ant tunnels on the side. Then, you could implement a trap based around heroes getting lost inside said tunnels to the right. The user doesn't necessarily need to see the heroes or any pixel art to the left to understand what has happened, and it allows for other interesting stuff for backers to create. It also pairs in with co-op if you wanted to have it where its a part of both players dungeon, allowing for planning and teamwork between the two of you. Overall, I feel like its still possible while maintaining the interface of a slim dungeon, and allowing a cool concept of non-visible vastness to the dungeon. "
- Jake has final say here, that's a pretty big gameplay change. Just thought it would make some neat things happen in co-op.